Eurogamer


Tom's already offered you a rundown of this year's Actual New Games - the ones that are offering, in their own ways, something unique - and now here's the slightly less glamorous look at the other side of the coin.


They're big business, these blockbuster sequels, and for all that we lament the lack of innovation it's these big-budget series that inevitably garner the most attention and inspire the most devotion from the majority. That's nothing to be scorned - iteration's an important thing in games development and indeed the development of games - and a composite of evolved features designed to fulfil a particular desire, be that the needs of a sports fan or those wanting a fresh shooter fix, can be just as important to the progression of the medium as the advent of a new game mechanic or control concept.


Sequels take many forms and capture our attention for many reasons. Some build their features up year by year, like FIFA and Call of Duty, and will continue to be brilliant when we encounter them later in 2012. Others build on the storytelling or world-building of games a few years past, like Gearbox's brilliant-looking Borderlands 2 or the sure-to-be-spectacular finale to the Shepard's tale in Mass Effect 3. And some are interesting because of their circumstances - Halo 4, for example, is another big-budget sequel on the near horizon, and with a new and as-yet unproven developer filling Bungie's big boots, we're just interested in that out of morbid curiosity as devotion to the series.


There are many reasons to be fascinated by a great many of them. They're not exactly Actual New Games, but they're follow-ups with bite - be they revisionist in their approach or, in the case of Blizzard's bumper year of releases, just too significant and well-made not to get excited about. So here are a handful of 2012's interesting sequels, a small selection of the blockbusters that are getting us tingling with excitement about the 12 months ahead.

Grand Theft Auto 5 (Rockstar, PS3/360)


That digit at the end of the title tells us more about what's likely to be 2012's biggest game than even last year's trailer did. Last generation, GTA3's follow-ups weren't ever afforded full sequel status, and while the Episodes From Liberty City release that came in GTA4's wake suggested a change of tack from Rockstar, that bigger number is enough to suggest this year's game will be doing more than moving to a bigger canvas.


But for now that bigger canvas is all we've got to go on. Los Santos promises a larger play area, as well as a perfect backdrop to Rockstar's familiar brand of satire. And, whether you love or loathe the humour, you've got to give credit to a contemporary big-budget game taking on contemporary global issues.

Eurogamer


"Have they pulled it off?" That was the question spitting incredulously from our lips back in 2001 when Grand Theft Auto made its leap from top-down 2D distraction to fully 3D, open-world game-changer. In a moment of cultural symmetry that probably means something or other, "have they pulled it off?" is also the question that greets GTA3 in 2011, as it celebrates its 10th birthday by debuting on mobile platforms that don't even have buttons.


It's a blue-plaque moment as far as technological change is concerned, and even though games like Infinity Blade should have convinced us that these pocket-sized devices can offer more than Snake and Minefield, the arrival of Grand Theft Auto on the iPhone is momentous enough to warrant a contemplative pause.


Given the ubiquity of so many of its ideas, it's easy to forget just what a paradigm shift Rockstar's opus represented. There had been open-world games before, of course, and Driver had already offered free-roaming car chase thrills only a few years earlier. What GTA did, in its leap to three fully fleshed-out dimensions, was expand the canvas. It wasn't just the freedom of movement, but the sense of place. The radio stations. The characters. The sly sense of humour. To be told we were at liberty to go nuts in Liberty City was a pivotal moment in the evolution of game design.


That's a lot of history, not to mention a lot of game, to cram into a platform smaller than the Dual Shock joypads used to play the original. So, have they pulled it off? Amazingly, the answer is yes. And no.


The good news is that Liberty City has made the transition intact. This isn't some cut-down rehash bearing the same title but offering limited pleasures. This is the full game, exactly as it was 10 years ago, faithfully carried across an ocean measured in years and evolving hardware.


Held in the palm of your hand, it's a fairly remarkable sight with one foot undeniably in the past - the angular faces, a frame rate that wobbles when things get busy, the buildings that pop into life in front of you - and the other in the future, as you realise that a game which once set the benchmark for cutting-edge games technology is now on your phone.


Even the audio, usually the first thing to be hacked away by developers keeping an eye on file sizes, has been retained. Every radio station, every skit, every politically incorrect cut-scene: it's all here and as fun as it ever was.


When even the most basic iPhone can pack several times more data than a DVD into its slender chassis, it was never really a question of how much of the game would survive the transition, but how it would play on a touch screen. Here, sadly, the good news dries up.


To be fair, GTA's mobile incarnation goes out of its way to offer a variety of control methods, but none are particularly successful. There's just no getting away from the fact that this is a game that was designed around controllers with multiple buttons, each of which was capable of being used for different commands in different contexts. The iPhone has a small screen, and that's it. As a result, crunching all the controls required into such a small space results in a distracting cascade of semi-transparent buttons down the side of the screen.


Driving fares marginally better than on-foot exploration, as it only requires an accelerator, brake, left and right steering and a button for getting in and out of vehicles. Shooting while driving is a fiddle too far, but it wasn't particularly well implemented in the original game either. You can opt to use free-form finger swipes for steering, as well as the accelerometer, rather than static left and right buttons, but this proves to be more fussy than workable. Finger swipes also move the camera left and right, while pressing the centre of the screen gives you a look behind. Of course, doing this means taking your fingers off the other controls, usually leading to a horrible crash.

Grand Theft Auto III


Rockstar has revealed why Grand Theft Auto 3 had a silent protagonist - ten years after the ground-breaking open world gangster game launched.


GTA 3's infamous protagonist, Claude, kept his mouth shut throughout the entire game. Rockstar said this was mostly because it had other things to worry about during development, and "this did not seem like a major issue".


"It may now seem obvious that people should all talk in games, but this was not necessarily the case in 2001, certainly not in an open world game," wrote the studio on Rockstar Newswire.


"We were making up a lot of procedures as we went along, and we decided that the NPCs (Non Playable Characters) should talk and we would have to figure out how to make them talk (using motion captured cutscenes, something that had never really been done before, at least not on the scale we were doing it).


"So we decided that the game's protagonist would not talk, partly to aid people identifying with him, but mostly because we had so many other problems to solve and this did not seem like a major issue."


Rockstar introduced a talking lead character for Grand Theft Auto Vice City, its 2002 follow-up. In that game you play Tommy Vercetti (voiced by Ray Liotta), a member of the Liberty City mafia.


"We started to discuss introducing a talking lead character when working on Vice City, but it was a lot of work," Rockstar said.


"While the structure of GTA3 may seem obvious or natural now, and the use of cutscenes made in the game's engine that look and feel like the game may seem simple and easy, it really was not the case back in 2001 when we had to figure out all of these things for the first time.


"Oh and in San Andreas, CJ calls Claude a mute because he does not talk and CJ finds this unnerving."


This week Rockstar launched Grand Theft Auto 3: 10 Year Anniversary Edition for iOS and Android devices. Grand Theft Auto 5 is expected to launch next year.

Grand Theft Auto III


Grand Theft Auto 3: 10th Anniversary Edition arrives on the App Store and Android Marketplace on 15th December, Rockstar Games has announced.


Priced at your local equivalent of $4.99, it's the same game you played back in 2001, updated with touch screen controls. See the screens below for a better idea of how it looks.


As detailed on Rockstar's official site, it's compatible with the following devices:

  • Apple iOS Devices: iPad 1 & 2, iPhone 4 & 4S, iPod touch 4th Generation
  • Android Phones: HTC Rezound, LG Optimus 2x, Motorola Atrix 4G, Motorola Droid X2, Motorola Photon 4G, Samsung Galaxy R, T-Mobile G2x
  • Android Tablets: Acer Iconia, Asus Eee Pad Transformer, Dell Streak 7, LG Optimus Pad, Motorola Xoom, Samsung Galaxy Tab 8.9 and 10.1, Sony Tablet S, Toshiba Thrive


"Grand Theft Auto III showed us the potential of open world games," commented Rockstar founder Sam Houser back in October.


"It helped set the vision for the company, and we have been expanding on those possibilities with every game ever since."


Eurogamer's Tom Bramwell awarded the open world crime epic a perfect 10/10 upon its original launch.


"GTA3 is a luscious, sprawling epic of a game and one of the most complete experiences I have ever encountered," read his Grand Theft Auto 3 review.

Grand Theft Auto III


Grand Theft Auto developer Rockstar has revealed how the September 11 attacks changed GTA3, which launched just weeks after the terrorist atrocities.


Alterations were made to distance the game's fictionalised Liberty City setting from New York City, and a mission that mentioned terrorists was also trimmed.


"As far as I recall, we changed the colour of the cop cars so they weren't identical to NYPD, we altered the flight path of a plane so that it didn't look like it was flying into or behind a skyscraper, and we removed one mission as it made a reference to terrorists," Rockstar exec Dan Houser told Edge (via CVG).


A few lines of pedestrian dialogue and talk radio were also cut, while the US game box cover was redesigned.


The alterations were less dramatic than initial rumours suggested, Houser explained. "That's a little bit of a misconception [that changes were significant]," he said. "Some people believe we removed an entire strand of missions because they found some reference in the code to a character called Darkel, but he had been cut months before [release] and the missions were never completed."


Due to be launched on 3rd October 2001, GTA3 was pushed back three weeks while Rockstar combed through the game's code.


"Most of the delay in releasing the game, which was only a couple of weeks, was a product of the fact that our office in New York was pretty close to Ground Zero and so any work that had to be done there was made impossible for a period," Houser added.


"The mood in the office... It was very upsetting, very unnerving and overwhelming. It was the same for us as it was for anybody. But we also felt we'd come this close to making this great game and that despite these problems, just as despite the problems of Take Two, it was our duty to finish it."

Grand Theft Auto III


Rockstar is porting 2001 mega-hit Grand Theft Auto 3 to mobile devices.


The launch is part of the 10th anniversary of the groundbreaking sandbox action game, set for 22nd October 2011.


Grand Theft Auto 3 is down for "select new generation iOS and Android devices" this autumn.


The list of supported devices in full:

  • Apple iOS Devices: iPad 2, iPhone 4S.
  • Android Phones: Droid X2, HTC Evo 2, LG Optimus 2X, Motorola Atrix, Samsung Galaxy S2.
  • Android Tablets: Acer Iconia, Asus Eee Pad, Motorola Xoom, Samsung Galaxy Tab 10.1.


"Grand Theft Auto III showed us the potential of open world games," said Rockstar founder Sam Houser.


"It helped set the vision for the company, and we have been expanding on those possibilities with every game ever since."


Tom Bramwell reviewed Grand Theft Auto 3, awarding it a stonking 10/10.


"GTA3 is a luscious, sprawling epic of a game and one of the most complete experiences I have ever encountered," he said. "If this is what I've waited a year to see on my PlayStation 2, then I would have waited ten. Magnificent."


As part of the anniversary, Rockstar has relaunched the Rockstar Warehouse, where special anniversary edition items will be available for purchase throughout October.


Included is a limited edition 1:6 scale action figure of Grand Theft Auto III lead character Claude. He has a bat, knife, grenades, pistol, sniper rifle and assault rifle. It goes on sale on 20th October.

Eurogamer


Sony will discount more than 100 PSP games over the next month on the PSN Store.


While there's no new content to be had, the EU PlayStation blog lists over 50 PSP games and minis discounted "to show you that PSP is still alive".


The current deals last until 7th September, when another list of PSP classics get a price drop.


The first part of Sony's PSP Power Sale includes GTA China Town Wars, Ghost Recon: Predator and Assassin's Creed: Bloodlines halved in cost.


The full listing lies below:

PSOne

  • GRANDIA (was £6.29/€7.99 - now £4.79/€5.99)

PSP

  • Fate/Unlimited Codes (was £23.99/€29.99 - now £3.99/€ 4.99)
  • Blazeblue: Calamity Trigger Portable (was £23.99/€29.99 - now £9.99/€12.99)
  • Lunar: Silver Star Harmony (was £11.49/€14.99 - now £9.99/€12.99)
  • TNT Racers (was £6.29/€7.99 - now £3.19/€3.99)
  • Sid Meier's Pirates! (was £11.49/€14.99 - now £3.99/€4.99)
  • NBA 2K11 (was £23.99/€ 29.99 - now £11.99/€14.99)
  • Half Minute Hero (was £11.99/€14.99 - now £8.99/€11.25)
  • Harvest Moon Innocent Life (was £9.99/€12.99 - now £7.99/€9.99)
  • Valhalla Knights 1 (was £9.99/€12.99 - now £7.99/€9.99)
  • International Athletics (was £6.29/€7.99 - now £3.99/€4.99)
  • Skate Park City (was £ 6.29/€7.99 - now £4.79/€5.99)
  • WWII Battle Over the Pacific (was £6.29/€7.99 - now £4.79/€5.99)
  • World of Pool (was £6.29/€7.99 - now £3.99/€4.99)
  • Spectral Vs. Generation (was £7.99/€9.99 - now £3.99/€4.99)
  • GTA Vice City Stories (was £11.99/€14.99 - now £6.29/€7.99)
  • GTA Chinatown Wars (was £11.99/€14.99 - now £6.29/€7.99)
  • GTA Liberty City Stories (was £11.99/€14.99 - now £6.29/€7.99)
  • Midnight Club 3 (was £9.99/€12.99 - now £5.19/€6.59)
  • Midnight Club LA (was £9.99/€12.99 - now £5.19/€6.59)
  • Manhunt 2 (was £9.99/€12.99 - now £5.19/€6.59)
  • Beaterator (was £9.99/€12.99 - now £5.19/€6.59)
  • Z.H.P. (was £23.99/€29.99 - now £15.99/€19.99)
  • Disgaea Infinite (was £15.99/€19.99 - now £7.99/€9.99)
  • God Eater Burst (was £23.99/€29.99 - now £11.99/€14.99)
  • Me and My Katamari (was £15.99/€19.99 - now £7.99/€9.99)
  • Tekken 6 (was £15.99/€19.99 - now £7.99/€9.99)
  • Asphalt: Urban GT 2 (was £11.99/€14.99 - now £6.29/€7.99)
  • Brothers in Arms D-Day (was £11.99/€14.99 - now £6.29/€7.99)
  • Driver 76 (was £11.99/€14.99 - now £6.29/€7.99)
  • Tom Clancy's Ghost Recon: Predator (was £23.99/€29.99 - now £11.99/€14.99)
  • Tom Clancy's Ghost Recon Advanced Warfighter 2 (was £11.99/€14.99 - now £6.29/€7.99)
  • Prince of Persia - Rival Sword (was £11.99/€14.99 - now £6.29/€7.99)
  • Prince of Persia - Revelation (was £11.99/€14.99 - now £6.29/€7.99)
  • Prince of Persia - The Forgotten Sanes (was £23.99/€29.99 - now £11.99/€14.99)
  • Splinter Cell Essentials (was £11.99/€14.99 - now £6.29/€7.99)
  • James Cameron's Avatar: The Game (was £23.99/€29.99 - now £7.99/€9.99)
  • Street Riders (was £15.99/€19.99 - now £7.99/€9.99)
  • Michael Jackson: The Experience (was £23.99/€29.99 - now £11.99/€14.99)
  • Assassin's Creed : Bloodlines (was £23.99/€29.99 - now £7.99/€9.99)
  • Cover Girl (was £23.99/€29.99 - now £11.99/€14.99)
  • Breath of Fire 3 (was £7.99/€9.99 - now £3.99/€4.99)
  • Dark Stalkers' Chronicles (was £7.99/€9.99 - now £3.99/€4.99)
  • Megaman Maverick Hunter X (was £7.99/€9.99 - now £3.99/€4.99)
  • Monster Hunter Freedom Unite (was £7.99/€9.99 - now £3.99/€4.99)
  • Power Stone Collection (was £7.99/€9.99 - now £3.99/€4.99)
  • Capcom Classic Reloaded (was £7.99/€9.99 - now £3.99/€4.99)
  • Capcom Classic Remixed (was £7.99/€9.99 - now £3.99/€4.99)
  • Capcom Puzzle World (was £7.99/€9.99 - now £3.99/€4.99)
  • Street Fighter Alpha 3 Max (was £7.99/€9.99 - now £3.99/€4.99)
  • Iron Man (was £11.99/€14.99 - now £6.29/€7.99)

minis

  • Carnivores: Dinosaur Hunter (was £2.49/€2.99 - now £1.24/€1.49)
  • Who's That Flying?! (was £3.99/€ 4.99 - now £1.74/€1.99)
  • Denki Blocks! (was £3.49/€3.99 - now £0.99/€1.19)
  • Coconut Dodge (was £2.49/€2.99 - now £0.99/€1.19)

Video: GTA Chinatown Wars on PSP.

Call of Duty: Black Ops Multiplayer Teaser


Exclusive games and downloadable content are "critical" for the Xbox 360, Microsoft has said.


Exclusive content - even if it's only for a set period of time - is crucial for differentiating the Xbox 360 from the PlayStation 3 and Wii, Microsoft's European boss Chris Lewis told Eurogamer.


"They are important," he said. "DLC windows of exclusivity are critical for us for differentiation. We'll continue to bring those exclusives through our own studio work, Gears and Forza and other titles."


Microsoft has throughout the Xbox 360's six years of life been active in sourcing exclusive games and DLC from third parties.


The exclusivity window of Grand Theft Auto IV expansions and Call of Duty map packs in particular have helped Microsoft generate more money from Xbox Live transactions than subscriptions.


In addition, Microsoft actively works with publishers to try to make multi-platform games better on Xbox 360, Lewis said.


"We're also pretty confident the cross-platform experience is better on Xbox. We enjoy great success with Call of Duty. Live is the oxygen that runs through our business. The experience users have through Xbox Live is a fundamental differentiator for us versus other platforms. FIFA is another one. Certainly here in Europe football is a religion. Our ongoing commitment to experiencing better and playing better on Xbox is partly a function of what we do with Xbox Live.


"So, exclusive IP is critical, of course. You'll see more of that over time. You'll also see us, though, committed to working with people like EA and Activision on their cross-platform consoles to make sure they play better, and they integrate better across PC, phone and the console in a way other people's just simply can't."


Lewis said Microsoft uses the Xbox 360's 55 million installed base and the Xbox Live experience to convince publishers to get on board.


"We have good, healthy partnerships with all the publishers around the globe, now," Lewis said. "Over the last 10 years those have developed and they like the momentum we have. It's hard to trivialise 55 million units out there. Everyone loves the install base. We did grow 20 per cent last year in Europe. We want to grow even more this coming year. If you think where we are in the life cycle that's a fairly unusual ambition at this time.


"Our publishers, they see that, they see that ambition, they know how much money we're going to spend. They know the depth of the partnerships. They love the technology. And they understand we want to differentiate ourselves through DLC or the beauty of the integration across the different device types that we have and are uniquely placed to be able to offer versus our very good quality competition.

Eurogamer


The link between violent video games such as Grand Theft Auto and the riots that have gripped the UK this week are entirely predictable and part of a cycle of moral panic, according to experts.


On Monday, following a weekend of unrest in the capital, the London Evening Standard's front page linked Rockstar's open world crime epic to the real world violence.


"Go home, get a takeaway and watch anything that happens on TV," one constable advised the paper. "These are bad people who did this. Kids out of control. When I was young it was all Pac-Man and board games. Now they're playing Grand Theft Auto and want to live it for themselves."


The paper changed its story for the West End final edition, but not before it was roundly criticised by specialist press and gamers.


According to Christopher Ferguson, an associate professor at Texas A&M International University who has researched the link between violent video games and violent behaviour, this kind of reaction does not come as a surprise.


"According to Moral Panic Theory, this in fact is rather expected," he told Eurogamer last night. "Many moral panics focus on crime particularly among youth, and typically the broader society searches for 'boogeymen' who can be blamed for real or imagined (most often imagined) violent 'epidemics' among youth.


"Western society has a long tradition of media-based moral panics from the Greeks to the present day. Everything from Greek plays to dime novels, comic books, Elvis Presley, Dungeons and Dragons, Harry Potter and video games (I suspect social media may be the next boogeyman in line).


"It's a fairly predictable cycle, yet we keep repeating it. The UK would do better to examine their economic and social policies (as would the US) rather than wasting time focusing on video games."


There is no evidence to suggest a link between video game violence and real world violence – a point made to Eurogamer by a number of experts on the matter last night.


While some studies indicate a link between aggressive personality and gameplay, the causal direction is not clear. And while studies do indicate that individuals pre-disposed to aggression are more likely to find the violent contents of games motivating, there is no scientific evidence that supports the claim that playing violent video games, for example, playing GTA, is linked to violent behaviour in the real world.


Indeed violent crime has plummeted in the UK and other countries as sales of video games have risen. And some research indicates that video game play may have a cathartic effect, that is, they relieve frustration and aggression.


"If you plot the sales of violent realistic games over time, and the number of events of youth violence, the correlation is negative," Dr Andy Przybylski, research fellow at the University of Essex, said. "On a societal scale, levels of youth violence have been negatively related to increased video game play."


"It's probably time to retire this belief as the data just never was there," Ferguson continued.


"Obviously rioting occurred long before there were video games. Most often these situations, rioting, is due to a disconnect between a group of (primarily) young men and the society they feel has failed to provide them with adequate avenues for advancement. Trying to shift blame onto video games seems like a distraction from the more pressing societal issues that may be behind these riots."


"They are a new form of entertainment that many are not familiar with," Przybylski concluded. "Although the median age of a gamer is 34 years old, many people haven't finished GTA IV - and learned what happens to people who murder."


Rockstar is yet to comment on the story.

Eurogamer


Take-Two will announce new games scheduled for release during its next financial year in the "coming months", the company has said.


Last night Take-Two reported its Q1 FY2012 results, and boss Strauss Zelnick said the US publisher has some unannounced titles for release during the next fiscal year that gamers will hear about in the "coming months" – comments that have sparked speculation that Rockstar may soon announce Grand Theft Auto 5.


During a question and answer session Zelnick was asked by an analyst how the company will reach profitability without a Grand Theft Auto release in fiscal year 2013 (April 2012 to March 2013).


Zelnick batted the question away, pointing to Irrational's BioShock Infinite and Gearbox's Borderlands 2.


As GTANet.com notes, the last time Take-Two achieved the $2 per share net income it hopes to make during its next financial year, it launched Grand Theft Auto IV.


"Looking ahead to fiscal year 2013, we have already announced three exciting new releases: BioShock Infinite, Spec Ops: The Line, and Borderlands 2, and we have a very strong pipeline of yet-to-be announced titles in development," Zelnick concluded.

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